dynamic_liquid = {} -- global table to expose liquid_abm for other mods' usage dynamic_liquid.registered_liquids = {} -- used by the flow-through node abm dynamic_liquid.registered_liquid_neighbors = {} local water_level = tonumber(minetest.get_mapgen_setting("water_level")) local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local S = minetest.get_translator(modname) dofile(modpath.."/cooling_lava.lua") -- By making this giant table of all possible permutations of horizontal direction we can avoid -- lots of redundant calculations. local all_direction_permutations = { {{x=0,z=1},{x=0,z=-1},{x=1,z=0},{x=-1,z=0}}, {{x=0,z=1},{x=0,z=-1},{x=-1,z=0},{x=1,z=0}}, {{x=0,z=1},{x=1,z=0},{x=0,z=-1},{x=-1,z=0}}, {{x=0,z=1},{x=1,z=0},{x=-1,z=0},{x=0,z=-1}}, {{x=0,z=1},{x=-1,z=0},{x=0,z=-1},{x=1,z=0}}, {{x=0,z=1},{x=-1,z=0},{x=1,z=0},{x=0,z=-1}}, {{x=0,z=-1},{x=0,z=1},{x=-1,z=0},{x=1,z=0}}, {{x=0,z=-1},{x=0,z=1},{x=1,z=0},{x=-1,z=0}}, {{x=0,z=-1},{x=1,z=0},{x=-1,z=0},{x=0,z=1}}, {{x=0,z=-1},{x=1,z=0},{x=0,z=1},{x=-1,z=0}}, {{x=0,z=-1},{x=-1,z=0},{x=1,z=0},{x=0,z=1}}, {{x=0,z=-1},{x=-1,z=0},{x=0,z=1},{x=1,z=0}}, {{x=1,z=0},{x=0,z=1},{x=0,z=-1},{x=-1,z=0}}, {{x=1,z=0},{x=0,z=1},{x=-1,z=0},{x=0,z=-1}}, {{x=1,z=0},{x=0,z=-1},{x=0,z=1},{x=-1,z=0}}, {{x=1,z=0},{x=0,z=-1},{x=-1,z=0},{x=0,z=1}}, {{x=1,z=0},{x=-1,z=0},{x=0,z=1},{x=0,z=-1}}, {{x=1,z=0},{x=-1,z=0},{x=0,z=-1},{x=0,z=1}}, {{x=-1,z=0},{x=0,z=1},{x=1,z=0},{x=0,z=-1}}, {{x=-1,z=0},{x=0,z=1},{x=0,z=-1},{x=1,z=0}}, {{x=-1,z=0},{x=0,z=-1},{x=1,z=0},{x=0,z=1}}, {{x=-1,z=0},{x=0,z=-1},{x=0,z=1},{x=1,z=0}}, {{x=-1,z=0},{x=1,z=0},{x=0,z=-1},{x=0,z=1}}, {{x=-1,z=0},{x=1,z=0},{x=0,z=1},{x=0,z=-1}}, } local get_node = minetest.get_node local set_node = minetest.swap_node -- Dynamic liquids ----------------------------------------------------------------------------------------------------------------------- local disable_flow_above = tonumber(minetest.settings:get("dynamic_liquid_disable_flow_above")) if disable_flow_above == nil or disable_flow_above >= 31000 then -- version without altitude check dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance) minetest.register_abm({ label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid, nodenames = {liquid}, neighbors = {flowing_liquid}, interval = 1, chance = chance or 1, catch_up = false, action = function(pos,node) -- Do everything possible to optimize this method local check_pos = {x=pos.x, y=pos.y-1, z=pos.z} local check_node = get_node(check_pos) local check_node_name = check_node.name if check_node_name == flowing_liquid or check_node_name == "air" then set_node(pos, check_node) set_node(check_pos, node) return end local perm = all_direction_permutations[math.random(24)] local dirs -- declare outside of loop so it won't keep entering/exiting scope for i=1,4 do dirs = perm[i] -- reuse check_pos to avoid allocating a new table check_pos.x = pos.x + dirs.x check_pos.y = pos.y check_pos.z = pos.z + dirs.z check_node = get_node(check_pos) check_node_name = check_node.name if check_node_name == flowing_liquid or check_node_name == "air" then set_node(pos, check_node) set_node(check_pos, node) return end end end }) dynamic_liquid.registered_liquids[liquid] = flowing_liquid table.insert(dynamic_liquid.registered_liquid_neighbors, liquid) end else -- version with altitude check dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance) minetest.register_abm({ label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid .. " with altitude check", nodenames = {liquid}, neighbors = {flowing_liquid}, interval = 1, chance = chance or 1, catch_up = false, action = function(pos,node) -- Do everything possible to optimize this method -- This altitude check is the only difference from the version above. -- If the altitude check is disabled we don't ever need to make the comparison, -- hence the two different versions. if pos.y > disable_flow_above then return end local check_pos = {x=pos.x, y=pos.y-1, z=pos.z} local check_node = get_node(check_pos) local check_node_name = check_node.name if check_node_name == flowing_liquid or check_node_name == "air" then set_node(pos, check_node) set_node(check_pos, node) return end local perm = all_direction_permutations[math.random(24)] local dirs -- declare outside of loop so it won't keep entering/exiting scope for i=1,4 do dirs = perm[i] -- reuse check_pos to avoid allocating a new table check_pos.x = pos.x + dirs.x check_pos.y = pos.y check_pos.z = pos.z + dirs.z check_node = get_node(check_pos) check_node_name = check_node.name if check_node_name == flowing_liquid or check_node_name == "air" then set_node(pos, check_node) set_node(check_pos, node) return end end end }) dynamic_liquid.registered_liquids[liquid] = flowing_liquid table.insert(dynamic_liquid.registered_liquid_neighbors, liquid) end end if not minetest.get_modpath("default") then return end local water = minetest.settings:get_bool("dynamic_liquid_water", true) local river_water = minetest.settings:get_bool("dynamic_liquid_river_water", false) local lava = minetest.settings:get_bool("dynamic_liquid_lava", true) local water_probability = tonumber(minetest.settings:get("dynamic_liquid_water_flow_propability")) if water_probability == nil then water_probability = 1 end local river_water_probability = tonumber(minetest.settings:get("dynamic_liquid_river_water_flow_propability")) if river_water_probability == nil then river_water_probability = 1 end local lava_probability = tonumber(minetest.settings:get("dynamic_liquid_lava_flow_propability")) if lava_probability == nil then lava_probability = 5 end local springs = minetest.settings:get_bool("dynamic_liquid_springs", true) if water then -- override water_source and water_flowing with liquid_renewable set to false local override_def = {liquid_renewable = false} minetest.override_item("default:water_source", override_def) minetest.override_item("default:water_flowing", override_def) end if lava then dynamic_liquid.liquid_abm("default:lava_source", "default:lava_flowing", lava_probability) end if water then dynamic_liquid.liquid_abm("default:water_source", "default:water_flowing", water_probability) end if river_water then dynamic_liquid.liquid_abm("default:river_water_source", "default:river_water_flowing", river_water_probability) end -- Flow-through nodes ----------------------------------------------------------------------------------------------------------------------- local flow_through = minetest.settings:get_bool("dynamic_liquid_flow_through", true) if flow_through then local flow_through_directions = { {{x=1,z=0},{x=0,z=1}}, {{x=0,z=1},{x=1,z=0}}, } minetest.register_abm({ label = "dynamic_liquid flow-through", nodenames = {"group:flow_through", "group:leaves", "group:sapling", "group:grass", "group:dry_grass", "group:flora", "groups:rail", "groups:flower"}, neighbors = dynamic_liquid.registered_liquid_neighbors, interval = 1, chance = 2, -- since liquid is teleported two nodes by this abm, halve the chance catch_up = false, action = function(pos) local source_pos = {x=pos.x, y=pos.y+1, z=pos.z} local dest_pos = {x=pos.x, y=pos.y-1, z=pos.z} local source_node = get_node(source_pos) local dest_node local source_flowing_node = dynamic_liquid.registered_liquids[source_node.name] local dest_flowing_node if source_flowing_node ~= nil then dest_node = minetest.get_node(dest_pos) if dest_node.name == source_flowing_node or dest_node.name == "air" then set_node(dest_pos, source_node) set_node(source_pos, dest_node) return end end local perm = flow_through_directions[math.random(2)] local dirs -- declare outside of loop so it won't keep entering/exiting scope for i=1,2 do dirs = perm[i] -- reuse to avoid allocating a new table source_pos.x = pos.x + dirs.x source_pos.y = pos.y source_pos.z = pos.z + dirs.z dest_pos.x = pos.x - dirs.x dest_pos.y = pos.y dest_pos.z = pos.z - dirs.z source_node = get_node(source_pos) dest_node = get_node(dest_pos) source_flowing_node = dynamic_liquid.registered_liquids[source_node.name] dest_flowing_node = dynamic_liquid.registered_liquids[dest_node.name] if (source_flowing_node ~= nil and (dest_node.name == source_flowing_node or dest_node.name == "air")) or (dest_flowing_node ~= nil and (source_node.name == dest_flowing_node or source_node.name == "air")) then set_node(source_pos, dest_node) set_node(dest_pos, source_node) return end end end, }) local add_flow_through = function(node_name) local node_def = minetest.registered_nodes[node_name] if node_def == nil then minetest.log("warning", "dynamic_liquid attempted to call add_flow_through on the node name " .. node_name .. ", which was not found in minetest.registered_nodes.") return end local new_groups = node_def.groups new_groups.flow_through = 1 minetest.override_item(node_name,{groups = new_groups}) end if minetest.get_modpath("default") then for _, name in pairs({ "default:apple", "default:papyrus", "default:dry_shrub", "default:bush_stem", "default:acacia_bush_stem", "default:sign_wall_wood", "default:sign_wall_steel", "default:ladder_wood", "default:ladder_steel", "default:fence_wood", "default:fence_acacia_wood", "default:fence_junglewood", "default:fence_pine_wood", "default:fence_aspen_wood", }) do add_flow_through(name) end end if minetest.get_modpath("xpanes") then add_flow_through("xpanes:bar") add_flow_through("xpanes:bar_flat") end if minetest.get_modpath("carts") then add_flow_through("carts:rail") add_flow_through("carts:powerrail") add_flow_through("carts:brakerail") end end -- Springs ----------------------------------------------------------------------------------------------------------------------- local function deep_copy(table_in) local table_out = {} for index, value in pairs(table_in) do if type(value) == "table" then table_out[index] = deep_copy(value) else table_out[index] = value end end return table_out end local duplicate_def = function (name) local old_def = minetest.registered_nodes[name] return deep_copy(old_def) end -- register damp clay whether we're going to set the ABM or not, if the user disables this feature we don't want existing -- spring clay to turn into unknown nodes. local clay_def = duplicate_def("default:clay") clay_def.description = S("Damp Clay") if not springs then clay_def.groups.not_in_creative_inventory = 1 -- take it out of creative inventory though end minetest.register_node("dynamic_liquid:clay", clay_def) local data = {} if springs then local c_clay = minetest.get_content_id("default:clay") local c_spring_clay = minetest.get_content_id("dynamic_liquid:clay") -- Turn mapgen clay into spring clay minetest.register_on_generated(function(minp, maxp, seed) if minp.y >= water_level or maxp.y <= -15 then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") vm:get_data(data) for voxelpos, voxeldata in pairs(data) do if voxeldata == c_clay then data[voxelpos] = c_spring_clay end end vm:set_data(data) vm:write_to_map() end) minetest.register_abm({ label = "dynamic_liquid damp clay spring", nodenames = {"dynamic_liquid:clay"}, neighbors = {"air", "default:water_source", "default:water_flowing"}, interval = 1, chance = 1, catch_up = false, action = function(pos,node) local check_node local check_node_name while pos.y < water_level do pos.y = pos.y + 1 check_node = get_node(pos) check_node_name = check_node.name if check_node_name == "air" or check_node_name == "default:water_flowing" then set_node(pos, {name="default:water_source"}) elseif check_node_name ~= "default:water_source" then --Something's been put on top of this clay, don't send water through it break end end end }) local spring_sounds = nil if default.node_sound_gravel_defaults ~= nil then spring_sounds = default.node_sound_gravel_defaults() elseif default.node_sound_sand_defaults ~= nil then spring_sounds = default.node_sound_dirt_defaults() end -- This is a creative-mode only node that produces a modest amount of water continuously no matter where it is. -- Allow this one to turn into "unknown node" when this feature is disabled, since players had to explicitly place it. minetest.register_node("dynamic_liquid:spring", { description = S("Spring"), _doc_items_longdesc = S("A natural spring that generates an endless stream of water source blocks"), _doc_items_usagehelp = S("Generates one source block of water directly on top of itself once per second, provided the space is clear. If this natural spring is dug out the flow stops and it is turned into ordinary cobble."), drops = "default:gravel", tiles = {"default_cobble.png^[combine:16x80:0,-48=crack_anylength.png", "default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png", }, is_ground_content = false, groups = {cracky = 3, stone = 2}, sounds = spring_sounds, }) minetest.register_abm({ label = "dynamic_liquid creative spring", nodenames = {"dynamic_liquid:spring"}, neighbors = {"air", "default:water_flowing"}, interval = 1, chance = 1, catch_up = false, action = function(pos,node) pos.y = pos.y + 1 local check_node = get_node(pos) local check_node_name = check_node.name if check_node_name == "air" or check_node_name == "default:water_flowing" then set_node(pos, {name="default:water_source"}) end end }) end local mapgen_prefill = minetest.settings:get_bool("dynamic_liquid_mapgen_prefill", true) local waternodes if mapgen_prefill then local c_water = minetest.get_content_id("default:water_source") local c_air = minetest.get_content_id("air") waternodes = {} local fill_to = function (vi, data, area) if area:containsi(vi) and area:position(vi).y <= water_level then if data[vi] == c_air then data[vi] = c_water table.insert(waternodes, vi) end end end -- local count = 0 local drop_liquid = function(vi, data, area, min_y) if data[vi] ~= c_water then -- we only care about water. return end local start = vi -- remember the water node we started from local ystride = area.ystride vi = vi - ystride if data[vi] ~= c_air then -- if there's no air below this water node, give up immediately. return end vi = vi - ystride -- There's air below the water, so move down one. while data[vi] == c_air and area:position(vi).y > min_y do -- the min_y check is here to ensure that we don't put water into the mapgen -- border zone below our current map chunk where it might get erased by future mapgen activity. -- if there's more air, keep going. vi = vi - ystride end vi = vi + ystride -- Move back up one. vi is now pointing at the last air node above the first non-air node. data[vi] = c_water data[start] = c_air -- count = count + 1 -- if count % 100 == 0 then -- minetest.chat_send_all("dropped water " .. (start-vi)/ystride .. " at " .. minetest.pos_to_string(area:position(vi))) -- end end minetest.register_on_generated(function(minp, maxp, seed) if minp.y > water_level then -- we're in the sky. return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) local maxp_y = maxp.y local minp_y = minp.y if maxp_y > -70 then local top = vector.new(maxp.x, math.min(maxp_y, water_level), maxp.z) -- prevents flood fill from affecting any water above sea level for vi in area:iterp(minp, top) do if data[vi] == c_water then table.insert(waternodes, vi) end end while table.getn(waternodes) > 0 do local vi = table.remove(waternodes) local below = vi - area.ystride local left = vi - area.zstride local right = vi + area.zstride local front = vi - 1 local back = vi + 1 fill_to(below, data, area) fill_to(left, data, area) fill_to(right, data, area) fill_to(front, data, area) fill_to(back, data, area) end else -- Caves sometimes generate with liquid nodes hovering in mid air. -- This immediately drops them straight down as far as they can go, reducing the ABM thrashing. -- We only iterate down to minp.y+1 because anything at minp.y will never be dropped farther anyway. for vi in area:iter(minp.x, minp_y+1, minp.z, maxp.x, maxp_y, maxp.z) do -- fortunately, area:iter iterates through y columns going upward. Just what we need! -- We could possibly be a bit more efficient by remembering how far we dropped then -- last liquid node in a column and moving stuff down that far, -- but for now let's keep it simple. drop_liquid(vi, data, area, minp_y) end end vm:set_data(data) vm:write_to_map() vm:update_liquids() end) end local displace_liquid = minetest.settings:get_bool("dynamic_liquid_displace_liquid", true) if displace_liquid then local cardinal_dirs = { {x= 0, y=0, z= 1}, {x= 1, y=0, z= 0}, {x= 0, y=0, z=-1}, {x=-1, y=0, z= 0}, {x= 0, y=-1, z= 0}, {x= 0, y=1, z= 0}, } -- breadth-first search passing through liquid searching for air or flowing liquid. local flood_search_outlet = function(start_pos, source, flowing) local start_node = minetest.get_node(start_pos) local start_node_name = start_node.name if start_node_name == "air" or start_node_name == flowing then return start_pos end local visited = {} visited[minetest.hash_node_position(start_pos)] = true local queue = {start_pos} local queue_pointer = 1 while #queue >= queue_pointer do local current_pos = queue[queue_pointer] queue_pointer = queue_pointer + 1 for _, cardinal_dir in ipairs(cardinal_dirs) do local new_pos = vector.add(current_pos, cardinal_dir) local new_hash = minetest.hash_node_position(new_pos) if visited[new_hash] == nil then local new_node = minetest.get_node(new_pos) local new_node_name = new_node.name if new_node_name == "air" or new_node_name == flowing then return new_pos end visited[new_hash] = true if new_node_name == source then table.insert(queue, new_pos) end end end end return nil end -- Conserve liquids, when placing nodes in liquids try to find a place to displace the liquid to. minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing) local flowing = dynamic_liquid.registered_liquids[oldnode.name] if flowing ~= nil then local dest = flood_search_outlet(pos, oldnode.name, flowing) if dest ~= nil then minetest.swap_node(dest, oldnode) end end end) end